Week 6 – Adding textures and rendering

Textures

 

After finishing UV mapping my model I then exported it and brought it into Substance Painter to begin adding textures and materials to it.

For the staff’s main body I used a smart material to make it look like wood with a large grain running through it. I find this contrasts the dragons material very well. For the dragon I combined two smart materials, carbon fibre with iron chainmail. I then adjusted the scale of of them to create lots of small rings and making the dragon look more medieval. I also painted the eyes red and made them emissive so they will glow. I painted the gem myself to make it look like blue marble stone with white streaks flowing through it. I then made it more metallic to make it shine a bit and I gave it a broken worn down look on some areas to make it look more like real stone. I also gave it emissive properties so that it will glow blue when I render it fulling in Sketchfab. On thew wings I just applied a type of steel material to make it shiny and added scratches to it.

Rendering

The final part in creating my staff involved me rendering it on Sketchfab. I found it interesting to play about with all the different functions and I spent a while trying different looks and lighting effects for it however I finally settled on how I wanted it to look.

I used three point lighting and I added a bloom effect so the gem and the eyes glow, giving the staff a more magical feel. I was very happy with how the glow effect turned out and how reflective each part of the staff is, with the wings having nice highlights on them from the light.

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